Method, system and apparatus for managing a football match

ABSTRACT

A system, method and apparatus for managing a football match on a hand held computerized device is presented. The hand held computerized devices includes a first display screen disposed substantially opposite a second display screen. Pre-match information for a first team and a second team are entered into the hand held computer device. Match related events, such as goals, penalties and substitutions are entered on the hand held computer device. The device compiles match events and said pre-match information into a match log, and wirelessly transmits the match log to a receiver, such as a match following device.

FIELD OF THE INVENTION

The present invention relates to sporting events, and more particularly,is related to on-field management of football matches.

BACKGROUND OF THE INVENTION

Traditionally, a football referee may use several tools to manage afootball match. For example, a coin to toss deciding the team initiallyin possession of the ball, red and yellow cards to indicate penaltiesand warnings, and watches to keep track of the game time and theaccumulation of stoppage time. During the match the referee may also usea writing instrument and paper to record information such as the time ofa goal and the scoring team, player substitutions, writing yellow and/orred penalty cards, and other information. After a match, the referee hasgenerally manually compiled information about the match so it may berecorded, for example, by team officials, league officials, and reportedin the press. Such a compilation process may be time consuming, and mayinclude inaccuracies as the referee attempts to reconstruct the eventsof the match after the fact.

In addition, many observers of football matches often independentlyrecord their own observations during a football match, and then mayafterward reconcile their observations with the official record.Football fans unable to attend a match may be eager to keep abreast of amatch while it is in progress, without having to wait for a reporter topost his observations.

Therefore, there is a need in the industry to address the abovementionedshortcomings.

SUMMARY OF THE INVENTION

Embodiments of the present invention provide a method, system andapparatus for managing a football match. Briefly described, the presentinvention is directed to a method for managing a football match on ahand held computer device comprising a first display screen disposedsubstantially opposite a second display screen, comprising the steps of:entering pre-match information for a first team and a second team intothe hand held computer device; recording a plurality of match events onthe hand held computer device; compiling the plurality of match eventsand the pre-match information into a match log; and wirelesslytransmitting, by the computer device, the match log to a receiver.

For the purposes of this application, the term “football” is used as perthe international usage indicating a sport with a round football and twonetted goals, as distinguished from American football (where football isknown as “soccer”) or Australian rules football. The terms “match” and“game” are used interchangeably to refer to a complete football match.The term “selecting” refers to activating an object on a display screen,for example, touching the screen over an icon or button on a touchscreen, or moving a mouse/touchpad icon over a screen object andclicking the mouse or touch pad button. The term “entering” refers tothe process of inputting data into a device, for example, by typing texton a real or virtual keyboard or keypad, or downloading data files froman external device.

Other systems, methods and features of the present invention will be orbecome apparent to one having ordinary skill in the art upon examiningthe following drawings and detailed description. It is intended that allsuch additional systems, methods, and features be included in thisdescription, be within the scope of the present invention and protectedby the accompanying claims.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings are included to provide a furtherunderstanding of the invention, and are incorporated in and constitute apart of this specification. The drawings illustrate embodiments of theinvention and, together with the description, serve to explain theprincipals of the invention.

FIG. 1A is a schematic diagram showing a front view of an exemplaryhousing for a match management system.

FIG. 1B is a schematic diagram showing a rear view of an exemplaryhousing for an apparatus executing a match management system.

FIG. 2 is a schematic diagram of a basic match data screen.

FIGS. 3A and 3B are schematic diagrams of a data downloading screen.

FIG. 4 is a schematic diagram of a game settings screen.

FIG. 5 is a schematic diagram of a 90 minute screen.

FIG. 6 is a schematic diagram of a choose time screen.

FIG. 7 is a schematic diagram of a 120 minute screen.

FIG. 8 is a schematic diagram of a home team identification screen.

FIG. 9 is a schematic diagram of a guest team identification screen.

FIG. 10 is a schematic diagram of a flip coin screen.

FIG. 11 is a schematic diagram of a flip coin result screen.

FIG. 12 is a schematic diagram of a game conducting screen.

FIG. 13A is a schematic diagram of an activity chooser screen.

FIG. 13B is a schematic diagram of an expanded activity chooser screen.

FIG. 14 is a schematic diagram of a yellow card screen.

FIG. 15 is a schematic diagram of a red card screen.

FIG. 16 is a schematic diagram of a card chooser screen.

FIG. 17 is a schematic diagram of a blank yellow card screen.

FIG. 18 is a schematic diagram of a blank red card screen.

FIG. 19 is a schematic diagram of a substitution screen.

FIG. 20 is a schematic diagram of a menu 2 screen.

FIG. 21 is a schematic diagram of a distance calculator screen.

FIG. 22 is a schematic diagram of a penalty kick screen.

FIG. 23 is a schematic diagram of a score/miss screen.

FIG. 24 is a schematic diagram of a game log screen.

FIG. 25 is a schematic diagram of a match report screen.

FIG. 26 is a schematic diagram of an inter communication goal alertscreen.

FIG. 27 is a schematic diagram of an exemplary third party applicationscreen.

FIG. 28 is a schematic diagram illustrating an example of a system forexecuting functionality of the present invention.

FIG. 29 is a flowchart of a first embodiment of a method for managing afootball match.

DETAILED DESCRIPTION

Reference will now be made in detail to embodiments of the presentinvention, examples of which are illustrated in the accompanyingdrawings. Wherever possible, the same reference numbers are used in thedrawings and the description to refer to the same or like parts.

Exemplary embodiments of a system, method and apparatus for managing afootball match are presented. Under a first exemplary embodiment, afootball match management (FB-MM) system is generally accessed via awireless hand held computing device, such as a tablet computer or smartphone. A user, for example, a football match referee, inputs informationpertaining to the specific football match to be played, for example, theteam names, player names and/or numbers, and the scheduled length oftime for the match. The information may be manually input by the user,or downloaded to the system from external sources, for example, a datafile or a web site. The management system may simulate a coin flip todetermine which team has initial possession of the ball. The user maythen signify the start of the match to start a match clock. The user maythen interact with the system during the match to manage all aspects ofthe match, for example, scores, penalties, player and substitutions. Thesystem may record times when match officials blow a whistle to track thesequence of events during the match. At the conclusion of the match, amatch report is generated summarizing the events of the match.

The system publishes information pertaining to the match as the match isin progress, so that third parties may access the information, forexample, through a web site or a smart phone application. Similarly, thesystem may publish the match report after the match.

The system may be executed on a portable computing device, for examplebut not limited to, a computer tablet and/or a smart phone. The portablecomputing device is generally in communication with a network viawireless communications methods familiar to persons having ordinaryskill in the art, for example, WIFI, satellite communications,Bluetooth, ZigBee, or other wireless methods. However, there is noobjection to implementations where the portable computing device is usedto manage the match, and thereafter is physically connected to acommunications network device to share the match information over thenetwork.

FIG. 1A shows a front view of a first embodiment of an exemplary housingfor a football management apparatus under the first embodiment. Thehousing 1 of the FB-MM may be made of various materials familiar topersons having ordinary skill in the art, for example, solid or flexiblematerials, and opaque or transparent materials. The housing may be, forexample, a smartphone, tablet or any computerized platform capable ofexecuting a FB-MM program and carry out all the features of the programthat conforms to requirements of a football organizing body, for examplethe International Football Association Board (IFAB) and FederationInternationale de Football Association (FIFA).

The housing may include a main power (on/off) switch 2, usable to startand stops operation of the FB-MM program. A standby switch 3 may be, forexample, a touch indicator to put the device in a low power sleep modefor saving energy and to bring it out of sleep mode to full active mode.A main touch color screen 4 a may conform to standards, demands andregulations defined by the IFAB and/or by FIFA, such as: shape, size,screen brightness, screen illumination, screen resolution, visibility offigures and digits, icons and all data screened on, in any lightconditions, in any weather condition, day and night, under daylight orunder artificial light used in stadiums, and water resistance so it canbe used and read in rainy conditions. Physical strength, durabilityagainst physical condition such as heat, cold, rain, water, shocks,pressure, hits, that can occur when used to fully perform and functionsin physical conditions which may be present during a football match.

The apparatus under the first embodiment may execute the FB-MM systemunder very active physical usage conditions. Therefore, the FB-MM systemis programmed to protect and prevent the screen 4 a from accidently orunintended operating, before, during and after the match by shuttingdown the screen touch sensor automatically at a decided period of timeor manually upon decision of the operator.

FIG. 1B shows a rear view of an exemplary housing for a footballmanagement system under the first embodiment. A rear color screen 4 bmeets the same characteristics and standards as the main front screen 4a. The screens 4 a, 4 b may be a double sided screen made from twoscreens, or one screen that displays from both the front and the rear,or a translucent screen, as long as it presents data on both sides. Thetwo sided screen 4 a, 4 b allows viewing of almost 360 degree of data.This feature is mainly used to facilitate displaying a yellow/red cardwarning by illuminating the chosen yellow/red card color with so aplayer or players may be warned and the rest of the participants in thegame and the spectators are similarly notified of the warning act. Therear color screen 4 b may also be used as secondary back up screen incase of malfunction of the main screen and for any purposes the operatormay choose.

Returning to FIG. 1A, an operation phase status indicator 5 indicateswhether the system is functioning normally or not. The phase statusindicator 5 is green colored if the system is acting normally, or red ifthere is a malfunction.

A transmitting/receiving status indicator 6 indicates the intensity ofthe signal of live transmitting/receiving distance and quality of signaldetected by the FB-MM. The FB-MM can transmit and receive any data andany kind of signals in and out the stadium on demand and by decision ofthe referee or any authorized participant. The FB-MM may continuously orintermittently transmit complete or partial information pertaining tothe match by any known transmission system, for example, a wiredtransmission system or a wireless transmission system.

A FB-MM may transmit to other FB-MM devices, to any Smartphones,Tablets, or any instrument or device that can receive a signal, usingthe FB-MM application, and/or to a web site the information may be seenheard and activated on the internet, or posted to boards or screenslocated in or out the match venue, and for radio and/or televisionbroadcast.

The FB-MM can transmit all or any chosen data information within thesystem that is used by the referee or by other authorized personal atany chosen time to show data, for example, team players, match timestatus, scoring result, yellow/red card warnings, stoppage time,additive time, substitutions, penalty kick, match report, and any datachosen, to authorized or unauthorized recipients, on request, in and outthe stadium. Such recipients may include other referees and officials,team stuff, press and broadcasters, spectators and anyone interested anyplace on the world and in space.

By transmitting to spectators online and the ability of spectators toreceive the data by common devices such as smartphones and tablets forinstance, the FB-MM system creates, by using an appropriate applicationsfor the Smartphones or Tablets or any receiving device, the ability toreceive and trace, all the match data online, from all the matchesplayed single or simultaneously, played at any place on earth.

The transmitting/receiving status indicator 6 may indicate the intensityof the signal of live receiving distance and quality, of any datainformation transmitted to the FB-MM system by authorized people, forexample, others referees, for the purpose of updating the team players,players substitution, or to draw attention of the referee to any eventaccrued that was from the referee, before, during, and after the game,as well as to remind the user to activate some functions in the FB-MM.

The FB-MM can receive signals and data from any compatible electronic,optical, or/and computerized device and/or system and used as part ofauthorized aids for the referee or the referees in the future, forexample, a disputed goal ruling, or reviewing whether foul occurredwithin the 16 meter zone. All signal transport to and from the FB-MM maybe encrypted and secured from unauthorized penetration by appropriateprotection method familiar to persons having ordinary skill in the art.

A real time indicator 7 shows the real time as a clock to indicate theactual time for reference and is programmed to participate as timeindicator in the final report information as seen and explained below inthe description of the report 71 (FIG. 20).

A power indicator 8 indicates the level of power supplied by a powersupply, for example, a battery another power supply. The user may referto the power indicator 8 to ensure there is adequate power available touse the FB-MM for conducting a full match with safe time margins for anyactivities before during and after the match. If low power orinsufficient safe margins power level are detected, the FB-MM willgenerate an alarm, for example using sound, vibration, displayed text orcolored screen, or combination. In case of certain insufficient powerlevel the FB-MM may shut itself down prevent accidental unnecessary use.

A distance measuring sensor 9 is used to measure a fixed distance, forexample but not limited to, in the range of 10 yards to 9.15 meters,according to the current allowed distance between the ball and thedefending players in a free kick situation. The measuring system may usea laser or ultrasonic or optical system, chosen and decided by thegoverning organization, for example, the IFAB/FIFA. The FB-MM may beprogrammed to measure other distances on demand, as described below (seeFIG. 20 and the discussion below of the Menu 2 screen, distance calc.).

A data transmitting/receiving socket 10 is a connector providing wiredcommunications access to the FB-MM system for transmitting andreceiving, downloading and uploading data to and from the FB-MM to/fromany outer device, for example, disk on key, camera card, tablet, cellphone, computers, and another FB-MM. The socket 10 may be used fortransmitting to any receivers in and out the stadium, for example,loading the team players to the FB-MM for a specific match, oruploading/downloading the match report by the referee.

Configuring the FB-MM System Before a Match

FIG. 2 shows the basic match data screen. The FB-MM system basic datascreen is the hierarchically the highest level screen. When the systembasic data screen is displayed data may be loaded by the referee or anyauthorized personal before the game starts. This data is generallyrelated by the FB-MM program using the Game Log 71 and Referee Log 75(FIG. 20). A guest textbox 11 a, and a home textbox 11 b indicate thename of each team competing in the match. A competition textbox 12refers to the type of competition for the match, for example, a leagueround number or cup number, such as quarterfinal, semifinal, final, etc.A date textbox 13 indicates the date of the match. A stadium textbox 14is used to enter/indicate the stadium name and place. In addition, acountry name may be added for international matches, for example, CampNou Barcelona, Spain, or Wembley London, England. Eight refereetextboxes 15 are used to refer to the names of the referees conductingthe match. The first row of referee textboxes 15 a, 15 b, 15 c, and 15d, refer to the referees according to the common today four refereessystem, for example a chief referee, two lineman referees and a fourthreferee. The second row of referee textboxes 15 e, 15 f, 15 g, and 15 bmay optionally be used to refer to additional referees and/or matchofficials. For example, the European Football Association UEFA isconsidering “16 meter zone”, two extra referees with the four standardreferees. A back indicator button 16 may be used to change screen toformer screen. Similarly, a proceed indicator button 17 may be used toproceed to the next screen. The indicator buttons 16/17 may be actuatedby touching the region of the touch screen 4 a (FIG. 1) immediatelyabove the indicator buttons 16/17.

FIG. 3A shows a teams data downloading screen. The teams datadownloading screen is used to download relevant personal data of playersfor the match. The data can be downloaded by means of physical contactvia socket 10 (FIG. 1) from any computerized device or transmitted bywireless methods. The data includes the Home team players by numbers andby names; the team captains the coach or coaches, the substitutionplayers by numbers and by names. That data will be supplied by anauthorized personal of the teams or by any officials appointed to. Thisdata will be used and programmed by the FB-MM system and placed in theright parts of the program. Depressing Start Downloading Data Indicator18 on the screen starts to download the relevant data. The progress ofthe downloading is seen on progress bar 19. When downloading iscompleted successfully it will announce it by Download Data CompletedSuccessfully, as shown by FIG. 3B, and will automatically progress thesystem to the next screen or select Back 16 if needed. In case offailure it will announce Download Data Failed, and new attempt is made.

FIG. 4 shows a game settings screen. The text, “This game is” is a titleindicator 20. The game indicator 20 indicates for the duration of thegame. The type of the game chosen indicates whether it is a standard 90minutes game, for example, a league game with no prolonging, or 120minute game, for example, a cup game with prolonging option, an 80minutes game for a youth game, or any other game time duration.

Since the most common game duration is 90 minutes, a 90 min, icon 21, isprovided for convenience. When the 90 min. icon 21 is selected the matchis scheduled for two 45 minute halves (excluding intermission andadditive time), and the FB-MM system programs all the parameters for 2halves of 45 minutes each. A clock counter (described below) will usethe 45 minutes parameters and the referee will be notified accordingly.The additive stoppage time counter will have the ability to startcounting automatically after each 45 minutes half. When 90 min. ischosen and selected the choose time Icon 22 is extinguished and only 90min. shows, to indicate the game time duration, as shown by FIG. 5.

Returning to FIG. 4, for matches having a duration of other than 90minutes, a choose time indicator 22 may be used to choose any other timeduration of a game rather than 90 minutes game. Selecting the choosetime indicator 22 opens a secondary time duration game screen, shown byFIG. 6. The secondary time duration game screen displays the text“Choose Game Time” above several selector boxes 28 to allow choosingdifferent times such as 120 minutes game like a cup game 28 a. Byselecting the 120 minutes selector box 28 a, a 120 minute game ischosen, thereby configuring a match having two halves of 45 minutes(excluding intermission and additive time), with an option of 2 halvesof 15 minutes without additive time and break between the two halves ifthe score result is even after 90 minutes of playing game. In this caseafter 90 minutes, the FB-MM automatically activates the program toconduct the game with 2 halves of 15 minute with all the characteristicsof 2 halves of 15 minutes as described in 90 minutes game.

The remaining selector boxes 28 b, 28 c, 28 d, 28 e, and 28 f allow theuser to choose different type of games having a predetermined length andformat, for example, kids, youth, senior or any agreed game durationtime. The other time selector box 28 g allows the user to define anygame time manually for special occasions. All the chosen times, 28 b, 28c, 28 d, 28 e, 28 f, will automatically activate the FB-MM program totreat it as 2 halves of the times with all the characteristics as of 90minutes game. When Choose Game Time selector 28 g is selected, the 90min. selector 21 is hidden and only the chosen time from secondary timeduration game screen is displayed, indicating the game time durationchosen. For example, as shown by FIG. 7, a 120 minutes game is chosen.

After the game duration is selected, a screen appears to allow the userto identify the home and guest teams. The home/guest teams may bedesignated in several ways. Under the first embodiment, the teams aredesignated by selecting a color for each team, for example,corresponding to the color uniform of each team. It should be noted thatthe FB-MM program may also/instead use a symbol or name or any chosensign to identify and to relate all the events and data accrued, before,during, and after the game, in the programmed system. By choosing theteam color uniform from a color palette 25, FIG. 4, the Home team may beidentified by the same color Home of title or letters or symbol, 23(FIG. 8). The selected color for each team may be used to signifyinformation pertaining to the corresponding team in other screensthroughout the FB-MM application. For example, the Home title 36 (FIG.12) and the related digit of score result 35 b (FIG. 12) and Home titleof GOAL scoring symbol 46 b (FIG. 12) may have the same chosen color toease the referee and other users to follow the team on the FB-MM systemand operate the FB-MM system quickly and accurately.

Turning to FIG. 9, the guest team color identification title 24indicates a guest team uniform color palette 26, as shown in FIG. 4. Aswith the home team (above) the guest team may be identified by the samecolor of guest title letters of symbol 24. The guest title 37 (FIG. 12)and the related digit of score result 35 a (FIG. 12) and guest title ofGOAL scoring symbol 46 a (FIG. 12) may have the same chosen with theguest team uniform color palette 26 FIG. 4. After configuring relevanttime duration and teams identifications information for the game,selecting the proceed indicator 17, will advance the system and thescreen to the flip coin phase.

Using the FB-MM During a Match

FIG. 10 shows the flip coin screen. The flip coin title 29 shows theidentifications of the teams participating in the match, as configuredabove. A flip coin icon 30 may be selected to initiate a routine torandomly select one of the two teams, simulating a coin flip. Anexemplary routine to randomly select one of the two teams follows.However, there is no objection to using other random selection methodsfamiliar to persons having ordinary skill in the art. The FB-MM systemgenerates a random number between 8 (inclusive) to 20 (exclusive). Ifresult of number divided by 2=0 then guest team is selected, otherwisethe home is selected. This is to replace the traditional flip coin usinga real coin by the referee, to draw the winning team, which has thepriority to choose the side of the stadium or the ball to be the onethat starts the game. The home team icon 31 represents the home team inthe flip coin procedure. The guest team icon 32 represents guest team inthe flip coin procedure. The back button 16 may be optionally selectedto go back to the previous screen.

FIG. 11 shows the flip coin result screen. This screen displays theresult of the FB-MM flip coin procedure. As a result of the procedure,the icon for the selected screen is displayed, and the icon for the teamthat was not selected is removed from the display. In the exemplaryscenario shown by FIG. 11, the home team has won the coin flip. In adifferent scenario where the guest team is selected, the icon for theguest team would be displayed and the icon for the home team removed. Astart game button 34 may be selected to proceed to the main screen FIG.12 and starts conducting the game. As before, a back button 16 may beused to return to perform the flip coin procedure again if desired.

FIG. 12 shows the game conducting screen. A goal scoring counter 35presents the current match score for the home/guest teams. The hometitle 36 and home digits 35 b may be presented in the selected color ofthe home team. Similarly, the guest title 37 and guest digits 35 a maybe presented in the selected color of the guest team. Selection of thehome/guest team colors is described above.

A match clock counter 38 counts two halves of the total game timeaccording to the type of game chosen. The match clock counter 38indicates the match time played in minutes and seconds, countingforwards as according to the IFAB/FIFA regulations and is programmed asa default to notify the referee, for his convenience, the elapsed timeof the game at 10 minutes intervals of time, for the first 40 minutes(in case of 90 minute game for instance) of each half and by intervalsof every 1 minutes for the last five minutes. It may notify the user bysound, vibration, light, color. Alternatively, the time intervalnotification feature can be programmed to choose any preferred timeinterval, or may be disabled.

The HOME team players are represented by home team buttons 39 in a homecolumn where the home team buttons 39 display a player number or theword “coach.” The captain of the home team is demarked by the letter Cdisplayed after the number in a home captain button 41. The GUEST teamplayers are represented by guest team buttons 40 in a guest column wherethe guest team buttons 40 display a player number or the word “coach.”The captain of the guest team is demarked by the letter C displayedafter the number in a home captain button 41 a. A status indicator 42indicates the game status, for example, 1 Half Time, 2 Half Time, start1 Half, start 2 Half, End 1 Half, and End game.

A stoppage time counter 43 indicates accumulated stoppage time activatedby a stoppage time indicator 44. The stoppage time indicator 44activates the stoppage counter 43. This procedure may be performedrepeatedly as needed, for example, for each stoppage of match play for aplayer injury. By selecting the stoppage time indicator 44 to start thestoppage counter, the title “Start Stoppage time” changes to “StopStoppage time”. Selecting the stoppage time indicator 44 again stops thecounter 43, and the title “Start Stoppage time” reappears, indicatingthe counter is ready for a new stoppage time procedure. All accumulatedstoppage time can be seen all the time during the game on the stoppagetime counter 43.

At the end of each half of a match, an additive counter 45 startsautomatically or by referee decision to count down all the accumulatedstoppage time, in addition to the time spent during the half time game.The additive counter 45 may notify the referee by sound, vibration,light, of pre-programmed time before starting to activate the counter togive the referee the alert.

A home/guest goal recording indicator 46 may be used to record goalsscored by either team. Selecting the home team goal recording 46 aduring the game indicates the home team has scored a goal. Selecting theguest goal recording indicator 46 b during the game indicates the guestteam has scored a goal. The team titles of the home/guest goal recordingindicator 46 may be represented in the appropriate team colors chosenpreviously. Selecting the home team goal recording indicator 46 b orguest team goal recording indicator 46 a records a goal for the scoringteam and are resulting score is presented at the goal scoring counter 35with appropriate team chosen color digit. A menu 2 icon 47 may heselected to proceed to a Menu 2 screen.

FIG. 13A shows an activity chooser screen, and FIG. 13B shows anexpanded activity chooser screen. Selecting a player number icon on teamplayers columns 39, 40 (FIG. 12) opens the activity chooser screen. Whenthe activity chooser screen is displayed, the user may indicate that thecorresponding player is to be given a yellow card or red card warning,or to record a goal scored by the player or indicate the player is to besubstituted. By selecting a player number icon on team players columns39, 40 (FIG. 12) with a “double click” or similar operation, an expandedactivity chooser screen is displayed instead of the activity chooserscreen, as shown by FIG. 13B. The expanded activity chooser screenincludes substantially the same characteristics as screen the activitychooser screen (FIG. 13A), additionally displaying a player photo 83corresponding to the selected player. Selecting the photo 53 may open afile associated with the player containing relevant details andstatistics of his sportive activity. Either the activity chooser screen(FIG. 13A) or the expanded activity chooser screen (FIG. 13B), may beconfigured by the user as the default screen displayed when a playerbutton 39, 40 (FIG. 12) is selected.

A yellow card icon 48 may be selected for a yellow card warningprocedure (described below) for a player or players or coach or anyofficial personal related to the teams. Similarly, a red card icon 49 isused in a red card warning procedure (described below) for player orplayers or coach or any official personal related to the teams. A goalicon 50 is used to record goals scored by selected player. Asubstitution icon 51 is used for substitution procedure. A close icon 52allows the user to close the activity user screen manually and return tothe game conducting screen (FIG. 12).

FIG. 14 shows a yellow card screen. The yellow card warning screen 60displays the number of the player receiving a yellow card warning. Theentirety of the front and rear screens 4 a, 4 b is displayed in thecolor yellow with number of the player colored in black in middle ofscreen to identify the player being warned to visually alert players andmatch spectators of the warning.

FIG. 15 shows a red card screen. The red card warning screen 61 displaysthe number of the player receiving a red card warning. The entirety ofthe front and rear screens 4 a, 4 b is displayed in the color red withnumber of the player colored in black in middle of screens 4 a, 4 b toidentify the player being warned to visually alert players and matchspectators of the warning.

FIG. 16 shows a secondary yellow/red card warning screen. A yellow cardicon 48 and a red card icon 49 choose auxiliary warning screenspertaining to others individuals who may be warned beside players, forexample, a coach. The auxiliary warning screens may be used for warningguest or home team coaches. Selecting the coach icons 39, 40 (FIG. 12)opens the secondary yellow/red card warning screen FIG. 16 allowing theuser to choose a yellow card or red card warning to the home or guestcoach, or other personal to be warned with a blank yellow screen or ablank red color screens.

FIG. 17 shows the blank yellow card screen. The blank yellow card screen62 may be used to warn non players. The front and rear screens 4 a, 4 bturn yellow with no number to warn a non numbered personal participatingin the game, allowing allow all viewers to be informed to this action.

FIG. 18 shows the blank red card screen. The blank red card screen 63may be used to warn non players. The front and rear screens 4 a, 4 bturn red with no number to warn a non numbered personal participating inthe game, allowing allow all viewers to be informed to this action.

FIG. 19 shows a substitution screen. The substitution screen may bereached by selecting the number of a player to be substituted out of thegame. This activates the substitution procedure. The substitution screenmay similarly be reached by selecting the substitution icon 73 on menu 2(FIG. 20) to read and to observe a substitution situation. A home teamplayers column 64 displays player buttons representing the players onthe home team that may be substituted to replace any chosen active hometeam player. This list represents all the players that are available tobe substituted for active players. A number of home subs. title 66indicates the number of players already substituted by the home team.The number of substitution during a game for each team is limited. Aguest team players column 65 displays player buttons representing theplayers on the guest team that may be substituted to replace any chosenactive guest team player. This list represents all the guest teamplayers that are available to be substituted for active players. Anumber of guest subs. title 67 indicates the number of players alreadysubstituted by the home team.

FIG. 20 shows the menu 2 screen. The menu 2 screen provides access toscreens performing functions that are used before during or after thegame or may be regularly or routinely used for conducting a match inprogress. A whistle icon 68 selects a recording whistles function usedfor data and analysis of the amount and frequency of whistles blown bythe referee during a game. It may use any Bluetooth transmittingreceiving device that can create a whistle sound and to sends signalsvia Bluetooth to a FB-MM whistle program, every time it is used tocreate a whistle sound. The whistle program may record all the whistlesmade during the game indicating with the minute of the game when eachwhistle was blown.

An inter communication icon 69 selects a function that allows duplexcommunication between devices and systems used as part of authorizedaids for the referee or the referees and the FB-MM to conduct the matchwithout stopping the game to conduct and resolve a dispute. Examples ofsuch systems include an electro optic goal “reader” to help the refereeto make a decision regarding a disputed goal to determine whether theball completely crossed the goal line. The inter communication receivesthe information from the device or system and alerts the refereeinstantly on the FB-MM screen as seen in FIG. 26 announcing a goalscored by the guest team that came from a goal line “reader” device usedto automatically determine the position of the ball relative to the goalline.

Selecting a distance calc. icon 70, launches a measuring system anddisplays a measuring screen (FIG. 21), for measuring a fixed distance of10 yards −9.15 meters, corresponding to the allowed distance between theball and the defending players in a free kick situation. The correctdistance is marked on a distance scale 76 in green color when the restof the scale is marked in red fading in to lighter red towards yellowcloser to correct distance, turning green indicating the correctdistance was measured. The measuring procedure may be accompanied by asound, for example, a beeping sound, during the measurement procedure,until a continuous tone is heard to notify the referee a measureddistance has been determined. The measurement may be performed byvarious measuring techniques known to persons having ordinary skill inthe art, for example, by a sensor sending a low laser beam directed andpointed to the ball from the place the referee stands, it can be done byan ultrasonic beam done by the same way or by a fixed focus system asused in simple cameras.

Selecting the menu 2 screen substitution icon 71 opens a substitutionscreen indicating the team players substitutions, as shown by FIG. 19.When the substitution screen is opened from the menu 2 screen, thesubstitution screen may not be edited (is read only) and shows thestatus of the substitutions for information only.

Returning to FIG. 12, the penalty kicks button 72, is selected whenpenalty kicks are needed to declare a winning team when a game of 120minutes was ended with equal result. Depressing Icon 72 opens screen thepenalty kick screen (see FIG. 22, described below). The flip coin button73 may be selected to navigate to the flip coin screen in the event of a120 minute game ending with draw (tie) result. The flip coin procedure,described above (FIG. 10), is used to decide whether the home team orthe guest team will be the first team to kick the penalty kicks.

The game log button 74 may be used to navigate to a game log screen andlaunch a game log feature. The FB-MM game log feature records all datainput or downloaded regarding a game and every game related event thatoccurred during the game, at the end of the game, and after the game.The game log feature records all the data and events, for example, namesof teams, date and time of game, type of game, place of game, teamidentification, flip coin result, game start at each half (90 minute,120 minute, 80 minute, etc.), goals scored, indicating the scoring team,player and scoring time by minute, by minute, yellow card warning byplayer and minute, second yellow card by player and minute, red card asresult of second yellow card warning by player and minute, red card byplayer and minute, coach or any other personal yellow/red card warning,substitutions by team, minute, players substituted out and in, stoppagetime activated and stopped, additive time added, time by game minute andby real clock time, and time by game minute and real clock for end eachhalf or game of any type. The game log feature records all the penaltyprocedure including flip coin penalty kickers by minutes and name,whether each penalty shot resulted in a score or miss, and a finalresult by the real time and the game time. The game log feature recordsinter communication decisions described above, for example, the type ofdecision and whether it was accepted or ignored, including the minuteand time game report sent, and consignees.

Selecting the referee log button 75 launches the referee log featurewhich collects the entire physical data and statistics of the game forreference or for analysis. The referee log feature records physicaldata, for example, heart condition distance passed during a game and anydata wanted. The referee log may be confidential and is generally nottransmitted or revealed to any other FB-MM users or the users of theFB-MM application.

FIG. 22 shows the penalty kick screen. The penalty kick screen displaystwo columns 77, 78 of five player buttons. The home column 77 buttonsrepresents the first five players of the home team to kick in a firstround of penalty kicks. The guest column buttons 78 represents the first5 players of the guest team to kick the first round of penalty kicks.The sets of 5 players to kick the penalty are according to currentIFAB/FIFA regulations. The FB-MM may be programmed so that any setnumber of players or a single a player may participate in the penaltykick. The icon associated with a player currently making a penalty kickis colored white. Icons of kickers who have not yet kicked yet appear ingray. Icons of kickers who have already conducted the penalty kick maybe colored in green if scored or colored in red if missed. Of course,other colors may be substituted for white, gray and green icons inalternative embodiments. The icon color coding may clarify the currentstate of the penalty kick for the referee or other FB-MM users.

When a user selects a player icon in columns 77, 78, the score/missscreen is displayed, as shown by FIG. 23. This screen is used to enterthe result of the penalty kick for the player corresponding to theselected player icon (FIG. 22). For example, during a penalty kick, thereferee may select the current kicker icon from columns 77, 78 (FIG. 22)of the penalty kick screen, opening the score/miss screen, wherein thereferee may select a score icon 79 colored in green to declare a goalscore by that player or a miss icon 80 colored in red to declare amissed goal. The screen then will change back to the penalty kick screen(FIG. 22) so the user may proceed with the next kicker.

FIG. 24 shows a game log screen. The game log report screen displays agame report roll 81 containing events recorded by the FB-MM system. Forexample, any goals, penalties, or substitutions, the associated playerand game time may be included in the game log report. By scrolling upthe game report roll the whole report may be viewed. The game log reportmay be copied and pasted into the final report the referee may at theend of each game, sent and delivered as requested.

FIG. 25 shows the match report screen. The FB-MM provides a utility forwriting a game report directly into the system, including the ability topaste the game log report directly into the game report for speed andconvenience. A match report title box 82 provides a location to indicatethe title of the match report. The FB-MM system automatically transfersgame title 11 (FIG. 2) to the match report title box. A board field 83allows the user to arrange and to add remarks and paste the game log andto edit the final report. A touch screen keyboard 84 may be presented asa tool for writing the match report. For example the touch screenkeyboard may be a standard tool provided by the host operating system ofthe device hosting the FB-MM, for example, a smart phone operatingsystem or tablet computer operating system. However, there is noobjection to providing a specialized keyboard specific to the FB-MMapplication.

FIG. 26 shows an inter-communication goal alert screen. As describedabove, inter communication alerts allow the FB-MM to accept alerts fromexternal devices or persons tasked with determining if a goal is scoredby monitoring whether the ball has crossed the goal line. These personsor devices generate an inter-communication goal alert that is receivedby the FB-MM, whereupon the FB-MM displays the inter-communication goalalert screen. A team identifier title 85 indicates whether the alert isreporting a goal detected for the home team or guest team. The alerttype title 86 indicates the type of event being reported by the event,for example, a goal. The user may accept the alert by selecting theaccept button 87. Otherwise, the user may ignore the alert by selectingthe ignore button 88. An accepted goal is recorded by the FB-MM andincluded in the current match score. While an ignored goal is notreflected in the match score, the ignored alert may nevertheless beincluded in the match log.

Game Follower Application

A second embodiment of the current invention is a FB-MM Personal GamesFollower Application, as shown by FIG. 27. This application may be usedby any Smartphones, Tablets, computers or any other device compatiblewith the FB-MM application. The application allows a user to receivecomplete or partial data transmitted from any referee FB-MM system liveor recorded so the user can follow any game played live or previouslyplayed in by selecting the FB-MM of a referee any place in the world.The application allows team officials, press, broadcasters, spectatorsand others to follow a chosen game or games played simultaneously withupdated games scores. The application screen displays a four game FB-MMapplication follower. A my game textbox 89 allows the application userto select games to follow from the FB-MM of a referee. The chosen games90 are presented on the screen in forms according to the amount of gamesthat were selected. When an event is recorded in a chosen game, theFB-MM application generates a notification, for example, a sound,vibration flashing light, or a combination chosen by the user. Aselected game may be presented for a chosen period of time as a singlegame on full screen.

Operation of the FB-MM

After an opening flip coin operation (see above), the user selects thestart game icon 42 (FIG. 11) on the flip coin result screen. The gameconducting screen opens, as shown by FIG. 12. The Status Icon 42 shows“Start 1 Half” Selecting the status icon 42 starts the main game clock38 running, and the status icon shows “1 Half Time”. At the end of thefirst half of the game, selecting the status icon 42 stops the mainclock from running and the status icon 42 shows “End of 1 Half.”Selecting the status icon 42 again changes the status icon 42 to read“Start 2 Half Time.” At the end of the second have (generally indicatingthe end of a game), selecting the status icon 42 stops the main clock 38and the status changes to “Game End.” When a prolonging of 2 halves isneeded the procedure is the same as for two regular halves, but thestatus icon 38 displays “Prol.” instead of “Time.”

In the event that a first yellow card warning is to be issued to aplayer, the user selects the number icon from the team player columns39, 40 corresponding to the number worn on the uniform by the player. Asa result, the activity chooser screen (FIG. 13A), or the enhancedactivity chooser screen (FIG. 13B) opens, as described above. Thereferee selects the yellow card icon 48 (FIG. 13A or FIG. 13B), causingthe front screen 4 a (FIG. 1) and rear screen 4 b (FIG. 1A) to bedisplayed in yellow color with the player identification numberpresented in black in the center of the screens 4 a, 4 b, as shown byFIG. 14. Pressing any place on the screen FIG. 14 will change the screento display the game conducting screen (FIG. 12) and the warned playericon in on columns 39, 40 is presented in yellow.

In the event a second yellow card warning is to be issued to a player,selecting the player icon corresponding to a player who already has ayellow card warning repeats substantially the same procedure as thefirst yellow card warning. Touching any place on screen FIG. 14 willchange the screens 4 a, 4 b, to be colored in red with the playeridentification number presented in black in the center of the screens,FIG. 15. Depressing any place on screen FIG. 15 will change the screento screen FIG. 12 and the worn player icon on columns 39, 40 will bepresented in red.

In the event that a red card warning is to be issued to a player, theuser selects the number icon from the team player columns 39, 40corresponding to the number worn on the uniform by the player. As aresult, the activity chooser screen (FIG. 13A), or the enhanced activitychooser screen (FIG. 13B) opens, as described above. The referee selectsthe red card icon 49 (FIG. 13A or FIG. 13B), causing the front screen 4a (FIG. 1) and rear screen 4 b (FIG. 1A) to be displayed in red colorwith the player identification number presented in black in the centerof the screens 4 a, 4 b, as shown by FIG. 15. Pressing any place on thescreen FIG. 15 changes the screen to display the game conducting screen(FIG. 12) and the warned player icon in on columns 39, 40 is presentedin red.

In the event a blank yellow card is to be presented, selecting the CoachIcon in the coach and players columns 39, 40 changes to the card chooserscreen (FIG. 16). Selecting the yellow card icon 48 changes the cardchooser screen (FIG. 16) to the blank yellow card screen FIG. 17 and thewhole screens 4 a, 4 b are colored in yellow. Selecting any place on theblank yellow card screen (FIG. 17) changes the screen to the gameconducting screen (FIG. 12) and the warned coach icon in columns 39, 40is presented in yellow.

In the event a blank red card is to be presented, selecting the CoachIcon in the coach and players columns 39, 40 changes to the card chooserscreen (FIG. 16). Selecting the red card icon 49 changes the cardchooser screen (FIG. 16) to the blank red card screen FIG. 18 and thewhole screens 4 a, 4 b are colored in red. Selecting any place on theblank red card screen (FIG. 18) changes the screen to the gameconducting screen (FIG. 12) and the warned coach icon in columns 39, 40is presented in red.

The FB-MM can manage goal scoring in two ways. First, when the guestteam scores a goal, the referee selects the guest goal recordingindicator 46 a and the goal is recorded for the Guest team. The guestteam goal is instantly indicated on the Goal Scoring Counter 35 a. Whena Home team scores a goal, the referee selects the home guest goalrecording indicator 46 b and the goal is recorded for the home team. Thehome team goal will instantly be indicated on the Goal Scoring Counter35 b. In this procedure only the amount of goals are recorded for eachteam, but the player scoring the goal is not recorded.

The second way of recording a goal is recording a goal with the goalscorer name. Selecting a player that scored a goal on the team playerscolumns 39, 40 in the game conducting screen (FIG. 12), opens screenFIG. 13A. Depressing the goal icon 50 changes the screen to screen FIG.12 and the goal will be recorded instantly on the goal recording counter35 a, or 35 b related to the home/guest team scorer.

The substitution procedure may take place during the game or during theintermission. Selecting the number of a player that is to be substitutedout, on team players columns 39, 40, in the game conducting screen (FIG.12), the screen change to screen FIG. 13A. Selecting the substitutionicon 51 changes the screen to the substitution screen (FIG. 19).Selecting the icon corresponding to the number of player that is to besubstituted in on columns 64, 65 changes the screen to the gameconducting screen (FIG. 12) and the number of the substituted out playeris replaced by the number of the substituted in player on columns 39,40. The Substitution screen FIG. 19 shows the substitution that was madeby grey colored the substituted in the icon of the player in columns 64,65 and the accumulated number of substitution made by the team will beshown on Number of Subs 66, 67.

A penalty kicks procedure may occur in case of draw in game result after120 minutes of game played and the game has to conduct penalty kicks.The FB-MM may manage the whole procedure. First a Flip Coin 73 procedurewill be done as explained on 30 FIG. 10. At the end of the Flip Coinprocedure, selecting the hack icon 21 will return to the Menu 2 screen(FIG. 20). By selecting the penalty kicks icon 72 on the Menu 2 screen(FIG. 20), the screen changes to the penalty kick screen (FIG. 22). Twocolumns, 77, 78, represent the players of Penalty kickers, 77 representHome team kickers and 78, represent Guest team kickers. The kickersIcons will be white before the kick was executed. The first team to kickas decided by the flip coin will start with kicker #1, the referee willselect the kicker Icon and the screen will change to screen FIG. 23,after the penalty kick was done the referee will select Score 79,colored in green, if the player scored a goal and the screen changesback to the penalty kick screen (FIG. 22), the score will be recorded onGoal Scoring Counter 35 a, 35 b, and the Icon of kicker #1 on columns,77, 78, will change to green. If kicker #1 misses the penalty kick thereferee select the Miss Icon FIG. 23, colored in red, the screen changesback to the penalty kick screen (FIG. 22), no score will be recorded onthe goal scoring counter 35 a, 35 b, in the penalty kick screen (FIG.22), and the kicker # 1 Icon on columns 77, 78, changes to red. Thisprocedure is repeated by the referee with the rest of the kickersaccording to the game rules.

System

As previously mentioned, the present system for executing thefunctionality described in detail above may be a portable computingdevice, an example of which is shown in the schematic diagram of FIG.28. The system 500 contains a processor 502, a storage device 504, amemory 506 having software 508 stored therein that defines theabovementioned functionality, input and output (I/O) devices 510 (orperipherals), and a local bus, or local interface 512 allowing forcommunication within the system 500. The local interface 512 can be, forexample but not limited to, one or more buses or other wired or wirelessconnections, as is known in the art. The local interface 512 may haveadditional elements, which are omitted for simplicity, such ascontrollers, buffers (caches), drivers, repeaters, and receivers, toenable communications. Further, the local interface 512 may includeaddress, control, and/or data connections to enable appropriatecommunications among the aforementioned components.

The processor 502 is a hardware device for executing software,particularly that stored in the memory 506. The processor 502 can be anycustom made or commercially available single core or multi-coreprocessor, a central processing unit (CPU), an auxiliary processor amongseveral processors associated with the present system 500, asemiconductor based microprocessor (in the form of a microchip or chipset), a macroprocessor, or generally any device for executing softwareinstructions.

The memory 506 can include any one or combination of volatile memoryelements (e.g., random access memory (RAM, such as DRAM, SRAM, SDRAM,etc.)) and nonvolatile memory elements (e.g., ROM, hard drive, tape,CDROM, etc.). Moreover, the memory 506 may incorporate electronic,magnetic, optical, and/or other types of storage media. Note that thememory 506 can have a distributed architecture, where various componentsare situated remotely from one another, but can be accessed by theprocessor 502.

The software 508 defines functionality performed by the system 500, inaccordance with the present invention. The software 508 in the memory506 may include one or more separate programs, each of which contains anordered listing of executable instructions for implementing logicalfunctions of the system 500, as described below. The memory 506 maycontain an operating system (O/S) 520. The operating system essentiallycontrols the execution of programs within the system 500 and providesscheduling, input-output control, file and data management, memorymanagement, and communication control and related services.

The I/O devices 510 may include input devices, for example but notlimited to, a touchscreen, keyboard, mouse, scanner, microphone, etc.Furthermore, the I/O devices 510 may also include output devices, forexample but not limited to, a printer, display, etc. Finally, the I/Odevices 510 may further include devices that communicate via both inputsand outputs, for instance but not limited to, a modulator/demodulator(modem; for accessing another device, system, or network), a radiofrequency (RF), wireless (WWI), BlueTooth, ZigBee or other transceiver,a telephonic interface, a bridge, a router, or other device.

When the system 500 is in operation, the processor 502 is configured toexecute the software 508 stored within the memory 506, to communicatedata to and from the memory 506, and to generally control operations ofthe system 500 pursuant to the software 508, as explained above.

Method

FIG. 29 shows a flowchart of a first exemplary method for managing afootball match. It should be noted that any process descriptions orblocks in flow charts should be understood as representing modules,segments, portions of code, or steps that include one or moreinstructions for implementing specific logical functions in the process,and alternative implementations are included within the scope of thepresent invention in which functions may be executed out of order fromthat shown or discussed, including substantially concurrently or inreverse order, depending on the functionality involved, as would beunderstood by those reasonably skilled in the art of the presentinvention.

A step includes entering pre-match information for a first team and asecond team into a hand held computer device, as shown by block 610. Astep includes recording a plurality of match events on the hand heldcomputer device, as shown by block 620. A step includes compiling theplurality of match events and the pre-match information into a matchlog, as shown by block 630. A step includes wirelessly transmitting, bythe computer device, the match log to a receiver, as shown by block 640.

In summary, it will be apparent to those skilled in the art that variousmodifications and variations can be made to the structure of the presentinvention without departing from the scope or spirit of the invention.In view of the foregoing, it is intended that the present inventioncover modifications and variations of this invention provided they fallwithin the scope of the following claims and their equivalents.

1. A device for use with an occurrence in a place during a timeinterval, the device comprising: a software and a processor forexecuting the software, said software including an operating system; amemory storing said software coupled to said processor; an inputcomponent coupled to said processor for capturing input from a person; afirst display coupled to said processor for presenting visualinformation to the person; a second display coupled to said processor; awireless transmitter coupled to said processor for wirelesslytransmitting information via a wireless network to a unit over theInternet; and a hand held enclosure for housing said processor, saidmemory, said input component, said wireless transmitter, and said firstdisplay, wherein said enclosure comprises two opposed first and secondexterior surfaces, and wherein said first display is attached to saidfirst exterior surface and said second display is attached to saidsecond exterior surface, and wherein the device is operative to receivean information from the person using said input component, to store theinformation in said memory, to display the information on said firstdisplay, and to transmit the information via said wireless transmitterto the unit.
 2. The device according to claim 1, wherein the occurrenceis a sport event, the place is a sport field, and the time interval isthe sport event duration.
 3. The device according to claim 2, whereinthe sport event duration is a game duration, the sport event is a matchbetween first and second teams, each of the teams is associated with ateam name, team players, and a team coach, and the match is managed by areferee team headed by a primary referee.
 4. The device according toclaim 3, wherein the sport event is a soccer game, the place is a soccerfield, and the time interval is a soccer game duration.
 5. The deviceaccording to claim 3, wherein the information include pre-sport eventinformation known before the sport event initiation, and sport eventoccurrences occurring during the sport event duration.
 6. The deviceaccording to claim 5, wherein the pre-sport event information comprisingat least two items out of a group of items consisting of the sport fieldidentification, the sport field location, the match date, the scheduledgame duration, the first team name, the second team name, the first teamplayers names, the second team players names, the first team coach name,the second team coach name, the primary referee name, and the refereeteam members names.
 7. The device according to claim 5, wherein sportevent occurrences comprising the occurrences, or the time of theoccurrences during the match, of least two items out of a group of itemsconsisting of: a flip coin result, a flip coin win team name, an actualstart time of the match, an actual game duration, a time addition to theplanned game duration, a goal score, a number of yellow card warnings ofthe first team, a number of yellow card warnings of the second team, anumber of yellow card warnings of each player of the teams, a goalscore, a number of red cards of the first team, a number of red cards ofthe second team, a red card of each player of the teams, a penalty, aplayer substitution, a penalty kick, and a distance measurement.
 8. Thedevice according to claim 1, wherein said processor is a single-core ormulti-core processor, a Central Processing Unit (CPU), a microprocessor,or a macroprocessor, wherein said memory is a volatile memory or anon-volatile memory, and wherein the input component is a button,touchscreen, keyboard, mouse, scanner, or a microphone.
 9. The deviceaccording to claim 1, wherein said wireless transmitter is part of amodem (modulator/demodulator) using RF (Radio-Frequency) based WirelessLocal Area Network (WLAN), Wireless Personal Area Network (WPAN), orWireless Wide Area Network (WWAN).
 10. The device according to claim 1,wherein the WLAN is according to, or based on, WiFi standard, whereinthe WPAN is according to, or based on, Bluetooth or ZigBee standard, orwherein the WWAN is based on cellular or satellite communication, andwherein the device is addressable in the wireless network.
 11. Thedevice according to claim 1, further comprising in the enclosure adistance measuring meter coupled to said processor for measuring adistance and displaying the measured distance on said first display,wherein said distance measuring meter is based on light, laser, sound,ultrasonic sound, or optics.
 12. The device according to claim 1,further comprising a cellular telephone or a Smartphone.
 13. The deviceaccording to claim 1, further operative to display yellow or redbackground color on said first and second displays in response to theperson input via said input component.
 14. The device according to claim13, wherein the occurrence is a sport event, the sport event is a matchbetween first and second teams, and each of the teams is associated witha team name, team players, wherein the device is further operative todisplay a player number in a foreground on said background on said firstand second displays in response to the person input via said inputcomponent.
 15. The device according to claim 1, further comprising atimer coupled to said processor for measuring a lapsed or remaining timeof the interval, wherein the lapsed or remaining time is displayed inminutes and seconds on said first display.
 16. The device according toclaim 15, wherein said timer is activated and stopped in response to theperson input via said input component, and wherein the person isnotified after the lapsing of a predetermined time interval.
 17. Thedevice according to claim 1, further comprising a random numbergenerator coupled to, or part of, said processor, for generating arandom number.
 18. The device according to claim 17, wherein theoccurrence is a sport event, the sport event is a match between firstand second teams, wherein the device is further operative to select oneout of the first or second teams based on the random number, and whereinthe selection is displayed on said first display.
 19. A systemcomprising: a first device according to claim 1 for use with a firstoccurrence, said first device operative to wirelessly transmit via therespective wireless transceiver a first information first occurrenceover the Internet; a second device according to claim 1 for use with asecond occurrence distinct from the first occurrence, said first deviceoperative to wirelessly transmit via the respective wireless transceivera second information second occurrence over the Internet; and a thirddevice comprising a display, wherein said third device is operative toreceive from the Internet and display in real-time the first and secondinformation on said third device display.
 20. A system comprising thedevice according to claim 1 and multiple units connected over theInternet to the device, wherein each of the multiple units is operativeto receive and display the information received from the device over theInternet.